On paper, this card is actually good. In practice, this fails so hard.

This article discusses the stat budgets for cards, but in short: a minion gets ( 2 * mana cost + 1 ) stat points to work with. 1 stat point buys 1 attack or 1 health, and windfury costs points equal to the attack of the minion. Therefore, this costs 3 total and has (3 + 3 + 1 = 7) stat points about it. It even has overload as part of its cost, which is actually an upside over it being 3 mana up front.

But it never actually works in practice. It's a Magma Rager with overload. It dies to a 1 damage hero power (which is always possible to do right after this regardless of whether you go first or second), in which case you paid 3 mana and a card where they paid 2 mana and no card. That's game losing.

I would recommend NEVER playing this turn one, due to the overload costing you a totem drop on turn 2 or any other play. Chances are better than not your opponent has 1 damage in control when starting a match. I run this in a deck, but I only use it waaaay late in the game, around turn 7 or greater.

My strategy: Control your opponent, and make him use all of his removal, have a taunt or two on the field (this combos well with the wolves) before dropping him, and prep him up with bloodlust or rockbiters before attacking and he'll end the match.